Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. A good amount of G-BT07 has been revealed in the last seven days.

Firstly, going through Kagero, we have some familiar faces on the scene. Reas is back as Follower Dragon Maid, Reas. She returns as a new perfect guard with the Blaze keyword. At the end of the battle that she boosted, if you are on GB1 and your Vanguard is Blazing, you may Soul Blast 1 to return Reas to your hand. Dragonic Overlord players may want to use Protect Orb Dragon instead of her due to the Counter Charge and because Dragonic Overlord “The Legend” can search the top five cards of your deck for a Flame Dragon, and Protect Orb Dragon is a Flame Dragon, but Reas favours Dragonic Blademaster more. The condition for the return to hand is very easy as Blazing works so well with Kagero’s playstyle, making this one of the best perfect guards that returns to you hand. But of course, where there’s a Reas, there’s a Sutherland…

And this Sutherland has been upgraded to a Grade 3 as the new, Dragon Fang Chain-bullet, Sutherland. All his effects work on the VC and RC and he makes a for a nice little back-up Grade 3 for Blademaster. Firstly he has the Blaze keyword, and if your Vanguard is Blazing and you have Follower Dragon Maid, Reas in the same column as him, he gets +4000 power, making the column 21k. As well as all of that, he has a final skill with the cost of Counter Blasting one if a unit was placed in the same column as him to retire one of your opponent’s rear-guards who also shares the same column as him. Now the ruling will allow you to use the retiring skill if he is your Vanguard and you stride over him, but then you only really have one target you can choose. He would be much better on a rear-guard circle where you can call Reas behind him to activate Sutherland’s retire skill, then put Reas back into your hand and repeat again next turn. I do like return of these characters despite the Legend deck having already happened and with the all this retiring that Kagero are capable of these days, maybe the old Sutherland could find some use in newer decks.

Kagero’s Glimmer Breath clone with Radiant Dragon. With a GB1, CB1, and SB1 when this unit is placed on the RC, if you have a Vanguard with Dragonic Blademaster in its name, you can choose one of your opponent’s Grade 1 or less rear-guards and Radiant Dragon gains +2000 power until the end of the turn, as well as +2000 power for each of your opponent’s open rear-guard circles if your Vanguard is Blazing. So at best you are looking at a retire and a 21000 attacker for a turn. This is made a lot easier against Magia, Hollow, and Great Nature which Kagero previously had a problem with but now they can make advantage of everything hiding away, though don’t expect big numbers when going against highly resist-based decks like Aqua Force and Neo Nectar. Though with his power up for the open RCs being a CONT ability he can gain more power while in the battle phase, this brings more use and more pressure to Irresist Dragon. You get a smaller choice on what to retire than Twilight Arrow Dragon, but like Irresist, Twilight Arrow and Radiant Dragon can work together to gain more power. His effect seems a little Narukami-esk but I think it’s the boost Blademaster needed to help him on the road to stealing popularity from Dragonic Overlord.

A very good Grade 1 unit for Dragonic Blademaster is Dragon Knight, Nadel. He has the Blaze keyword as well as an effect that works on the RC. If your Vanguard is Blazing, once per turn, when one of your opponent’s rear-guards are retired from one of your card effects and you have a Dragonic Blademaster Vanguard, you may Counter Charge 1 and Nadel gains +4000 power. This suddenly makes a few retiring skills free like Dragonic Blademaster’s and Twilight Arrow Dragon’s. If your opponent has no rear-guards then you can make a column of 32k with Radiant Dragon and Nadel. He doesn’t have a GB but considering you need a Dragonic Blademaster Vanguard and a lot of the retire skills are GB1 anyway, then it doesn’t make much of a difference.

A great boost to Dark Irregulars comes in the form of Serpent Charmer. When he is in Darkness, if you have ten or more cards in your soul then he gains +2000 power, making him a 9k booster. Then if the number of cards in your soul is fifteen or more he gains the ability where at the end of the turn you may retire him, if you do, you choose thirteen cards in your soul and put any other cards in your soul back into your deck and shuffle. A lot of people will be happy that they can now put all there triggers that were not wanted in the soul back into the deck, as well as perfect guards or maybe even Grade 2s if your field is looking a little weak. If you use Scharhrot Vampir then the turn after you will have no trouble getting yourself back up to fifteen cards in soul with his on-stride skill. Serpent Charmer will be used more for Scharhrot decks more than others but he can be useful in Amon too, though usually Amon will try to get as many cards in his soul as possible, but if you are about to run out of deck then this guy can really help you out. However, he won’t be needed in a Blade Wing deck as they have Blade Wing Tibold.

Three-in the Dark is an 8000 power Grade 2 with Darkness and GB1. When she attacks and if you have ten or more cards in your soul you may discard a card to draw two cards and put one card from your hand into your soul. Then if the number of cards in your soul is fifteen or more she gains 5000 power. I really wish the cost of the effect was to put a card in your soul rather than discarding it but after when you can choose something to put in your soul you could always select something like Dimension Creeper. I think most people who want a similar effect to Three-in will stick with Flying Librarian as she works a lot earlier and you aren’t discarding anything. Flying Librarian doesn’t get the power boost but you can always just intercept with her and have something like Doppel Vampir or Squallmaker Vampir out afterwards.

Nighttime Gentleman, Saint-Germain is a G Guardian for Dark Irregulars. When he is placed on the guardian circle, if you have ten or more cards in your soul, he gains +10000 shield. Then, if you have fifteen or more cards in your soul, you can choose any number of your units and give them resist. So already he’s looking like a better version of Dizmel as the Resist can be applied to him as well but it does take a longer set-up. The reason it gives you the choice to give resist to your units or not is in case you are up against something like Phantom Blaster “Diablo”, but for that to be a problem you would have to G Guard one of their rear-guards which you would probably want to wait for when their Vanguard attacks. Using Agrat Bat Mahlat along side this card would be wise as Mahlat would be able to Soul Charge early on, then later in the game you can go into Germain.

Gear Chronicle get a new Quintet Wall with Steam Scalar, Emellanna. She has the standard QW skill as well as when she is put in the drop zone from the guardian circle you may bind one card from your drop zone face up and choose two cards from your drop zone and return them to your deck. The bind itself can give you field advantage with Mudal and Parallel Dragon. The increase of cards in your bind zone will also help you with Bind Time Dragon’s skills. If you run this with the perfect guard then you can put the perfect guard back into the deck after using this card, and as it doesn’t specify a type of unit, you can also put triggers back.

One card that was revealed in the anime was Golden Beast, Sleimy Flare, a new G Guardian for Gold Paladin. From what we can gather from the skill, the cost is only to put one of your rear-guards on the bottom of your deck, then look at the top five cards of your deck and choose up to two units with two different grades and call them to the guardian circle. With looking at the top five there’s a fairly good chance of getting a perfect guard, though if you are not using the standard perfect guards then they will be a little useless. Other than that, it quite easy to get a 30000 shield with a Grade 0 that isn’t a draw, and a Grade 1 or 2. The cost doesn’t hurt it too much as you will be able to easily call more rear-guards next turn and at least it doesn’t eat away at your Counter Blasts (From what we know).

Angel Feather and Dark Irregulars both get their Heart Thump Worker clone. Black Spark, Munkar works with Gavrail and One-eyed Succubus works with Scharhrot. As it is with Heart Thump Worker clones, when your Vanguard with the specified name attacks, you can put this unit into your soul and your Vanguard gains +5000 power and you draw a card. One-eyed Succubus is a lot more useful as Dark Irregulars work a lot more with the soul, but Munkar should find plenty of use too.

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. We have even more cards for G-BT07 this week and also a little something for a new set but I’ll keep that a secret for now.

Our first GR has been confirmed for us and he is amazing for his clan. Sunrise Ray Radiant Sword, Gurguit is the GR for Gold Paladin and he has a skill that requires Generation Break 2 and Unite. Once you have met these requirements you can Counter Blast 1 and Soul Blast 2 as an ACT for Gurguit to gain +5000 power for each of your rear-guard units, then each of your rear-guards gain +5000 power until the end of turn. The great thing is you can use this skill multiple times as long as you have enough of the resources but the skill won’t stay around for new units unlike Transcending the Heavens, Altmile’s skill. Luckily in the next set we get a few more cards that go into the soul. So far we know we are getting Knight of Blooming Sun, Jeffry; Knight of Thin Sun, Marcia; and Scarface Lion. Coel would also be a good starter to use as he goes into the soul and superior calls. All-in-all this is a great card and an amazing finisher.

We also get some Ezel love with a younger version of himself, Wind Flame Lion, Wonder Ezel. This Grade 2 Ezel’s skill is activated when he is placed on RC and you have a Grade 3 Ezel Vanguard. It then allows you to search your deck for a Grade 3 Ezel and ride it. This can help you patch up the cross ride early by riding Platina Ezel over Blond Ezel, and will let you easily get a powerful Raven Haired Ezel on the field.

Square One Dragon is an interesting card as it has a cost that some people are referring to as “Mega Blast G”. His first skill is an ACT that has a Generation Break and works on either the VC or RC. When you pay its cost of Counter Blast 4 and Soul Blast 6 then you return all your opponent’s rear-guards to the bottom of their deck. To help him get the soul he needs, when he’s on VC or RC at the end of your turn with a GB1 you may Soul Charge 1. This skill will also help with the SB rear-guards that Gears have, such as Mudal, Mesh-he, and Gigi. His final skill activates when he is placed on a RC and lets you SB1 to reduce his Grade to Grade 0. This will give you the option to Time Leap him into a Grade 1. Just bear in mind that he’s only Grade 0 once he’s already on the field so you can’t call him from hand until your Vanguard is Grade 3. His cost may seem high but we do have a Cray Elemental to help us…

Snow Elemental, Hjaco is said Cray Elemental and is a Grade 1. On the RC he has an ACT with GB1 that has you bind two copies of him from the field to choose one of your Vanguards and if that Vanguard has a skill which requires you to CB 4 or more AND SB 6 or more then that skill becomes free until the end of the turn. Make sure to remember that the skill must have both the CB cost and SB cost in order for this to work. So not only does this make Square One Dragon’s cost free but it also does the same thing for the old Megablasters. People can now more easily use the Doppel Vampir and Stil Vampir combo to stop your opponent’s Vanguard from guarding from hand, though I feel Agravain gets the most out of this card, as well as helping the Amaterasu legion out.

Black Seraph, Gavrail is a new stride for Angel Feather. As an ACT you can CB1 and G Persona Blast and she gets a skill that will give two units +2000 power when a card is put into your damage zone during the battle phase, and after she attacks, you Rescue two units. This in combination with Nurse of Broken Heart, Million Ray Pegasus, and Thousand Ray Pegasus will be especially deadly, and the Rescue has a fairly good chance of getting a trigger for extra power.

Gavrail also gets her Glimmer Breath clone with Black Dream, Zabaniya. With a GB1, CB1, SB1, and putting a card from your hand and put it into the damage zone. If you do then you can choose one face-up card from your damage zone and bring it onto the field, then Zabaniya gains +2000 power until the end of the turn. After that you Rescue one card. This is a pretty good buff to your Pegasi and Nurse of Broken Heart with putting two cards into your damage zone.

Laser Clutcher, Ke’el and Drill Motor Nurse are a Grade 2 and Grade 1 that have the same effect. When these units are put in the drop zone from the damage zone then you can call these units to RC and if they were put into the drop zone due to a Rescue effect then they also get +3000 power until the end of turn. This makes Zabaniya an extremely good card as you can potentially superior call two units with a CB1 and SB1.

As for G Guardians, Angel Feather got a pretty sweet card in this set with Holy Seraph, Suriel. When she is placed on the Guardian circle you can CB1 to look at the top card of your deck and choose whether to put it on the top or bottom of your deck, then Rescue a card. The CB1 isn’t really a cost at this points as you can just Rescue that card and the check gives you a better chance of getting a trigger from the Rescue to give your Vanguard a +5000 power until the end of turn, then the damage also activates Gavrail and Nurse of Broken Heart to increase the defence further. You could also Rescue Ke’el then use her to intercept.

Kagero also have a new G Guardian. Flame Winged Steel Beast, Denial Griffin can Counter Blast 1 to retire an attacking rear-guard when it is placed on the Guardian circle. This will help you against Silent Tom clones and Sanctuary Guard Regalie columns but more importantly Kagero will be able to fight back against Pale Moon’s Magia and also be able to do something against Great Nature and Granblue as Kagero can’t really do much on their own turn against these clans. If you combine this with Lizard Soldier, Bellog then you could retire the booster too, or the other front row rear-guard if they have already attacked with it.

The last card for G-BT07 this week is Supreme Heavenly Emperor Dragon, Dragonic Blademaster “Taiten”. He has the Blaze keyword and as a once per turn skill, if you are on GB2 and you CB1 and G Blast, you can retire as many of your opponent’s rear-guards equal to the amount of Supreme Heavenly Emperor Dragon, Dragonic Blademaster “Taiten”s in the G zone. Then, if you’re Blazing he gains an extra crit. At best this card retires three and has an extra crit but at worst he is just vanilla, though the likelihood that you won’t be Blazing is slim so 9 times out of 10 you will get the crit.

Now something very exciting is the next Technical Booster: The GENIUS STRATEGY. This booster will contain support of 25 cards each for Megacolony, Murakumo, and Great Nature. We have had a few cards revealed to us already which include reprints. These reprints are Coiling Duckbill; Castanet Donkey; Stealth Fiend, Lake Diver; Stealth Beast, Cat Devil; and Machining Stag Beetle. They will all also receive new artwork!

A small amount of new cards have already been revealed including the new Yasuie card. Ambush Demon Stealth Rogue, Yasuie Tenma has a new keyword called Shadowstitch which are skills that activate when an attack of one of your units did not hit. Yasuie Tenma’s skill requires a GB2 and a G Persona Blast to activate his Shadowstitch ability. When one of your units attacks do not hit when they were attacking a Vanguard, then you can CB1 to search your deck for one copy of the card that attacked and call it to RC. We will need to see future rear-guard support before we can see this unit’s true worth but at the moment it combos pretty well with Fujino and this skill can be used to clone the Grade 3 that is your heart. This is similar to the Catherine and Alice combo that Nightmare Dolls have and would be good to use if your opponent is on five damage.

Hammsuke get some support after all this time with a new Grade 2, Hammsuke’s Schoolmate, Oil Pen Hammjiro. Hammjiro’s effect works on both VC and RC and at the end of the turn, if you have a Vanguard with Hammsuke in its name, at the end of the turn Hammjiro can retire one of your rear-guard Hammsukes and you get to Counter Charge 1. This works really well with the Hammsuke’s cloning effect which would usually cost CB1 but with this card it becomes free.

Another form of Hammsuke support comes in the form of Hammsuke’s Schoolmate, Fountain Pen Hammkichi. As an ACT you can SB1 and choose a Hammsuke from the drop zone and put it at the bottom of the deck, if you do you can give two of your rear-guards +4000 power and then you have to retire them at the end of the turn. As well as all of that he can CB1 to gain +4000 power for every rear-guard you have with Hammsuke in its name, giving him a potential of gaining +8000 power.

Lastly we have a Megacolony stride called Dazzling Mutant Deity, Waspytail. When Wasptail’s attack hits you can Soul Blast 1 and G Blast to choose one of your opponent’s rear-guards, and paralyse that rear-guard as well as all rear-guards in the same row AND column, giving you a possibility to paralyse four of your opponent’s units. If anything this will at least use up your opponent’s hand to guard and then you can sweep in with Stun Beetle.

Just a side note, we are starting to do weekly updates on our Youtube channel now. Be sure to check it out: https://www.youtube.com/watch?v=rJ3ahU2Zw30

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. Monthly Bushiroad gave us a huge amount of cards to look forward to for G-BT07 so I will try to get through every one of these as well as the cards of the week which all give us a nice idea of what to expect from the next set.

One that I know a lot of people have been looking forward too because it will create a new build for Gear Chronicle is Chronofang Tiger. Chronofang isn’t a strider as some people would have assumed, though he does have a GB2 skill that gives any card in your hand Grade +3 when you are using them as stride fuel, then the cards you used to stride with are sent to your bind zone instead of the drop zone. As well as this, he also has an on-ride skill where you put one card from your hand into the bind zone, then you choose one of your opponent’s rear-guards, they put it into their deck and search for up to one card with 2 less Grades than the unit put into the deck. Seeing as there is a lot of permanent binding of your cards, and although we do get some cards that can work from the bind zone, I would recommend using draw triggers in a Chronofang deck to counter the loss of cards.

Bind Time‘s skill has been officially revealed. He gets the extra 10k and a crit when attacking if you bind one of your units, and your opponent puts one of their units on the bottom of their deck for each card in your bind zone. Though the full skill does require a Counter Blast 2, Soul Blast 1, and a G Persona Blast but if you have a Gear Beast (race) heart then you also Counter Charge 2 and Soul Charge 2. The extra Soul Charge can help you out with rear-guard skills for units such as Steam Fighter, Mesh-he; Steam Scara, Gigi; and Steam Knight, Mudal.

Parallel Barrel Dragon is a Grade 1 Gear Chronicle who’s skill works from the bind zone. You can choose one of your rear-guards to rest and if you do you can call this unit to open rear-guard circle. Your target for the rest could be something you know you will be Time Leaping later that turn making it less of a burden on your part. This card and Mudal make Chronofang’s and Bind Time’s costs less of a disadvantage.

A fairly decent early game Grade 2 is Safety Observing Gear Diver. Though he only has 8000 power, he has a skill with the cost of resting himself and binding a card from your drop zone you can put one of your opponent’s rest rear-guards at the bottom of their deck and Gear Diver cannot stand during its next stand phase. Even with its low power and with it paralysing iteself, getting rid of one of your opponent’s attackers and binding one of your drop zone units is a pretty big buff, especially with Mudal and Parallel Barrel who can come back, and Bind Time who can use your bind zone against your opponent.

Lastly for Gear Chronicle we have Tooth Edge Dracokid, a new forerunner without Generation Break. As an ACT you can put him into the soul and discard a normal unit from your hand, if you do you can look at the top card of the deck, decide to put it on the top or the bottom of your deck, and then draw a card, and give one of your units +5000 power. He could be useful if you are lacking a grade in your hand to help you ride all the way to Grade 3 but people may not use him for the fact that he only has 4000 power, though you probably won’t be using him to boost for long in a match.

Next up is a clan we haven’t seen for a while, Dimension Police. First it would be best to go over this clan’s exclusive keyword which is called “Burst”. Burst activates when your Vanguard has reached a certain amount of power, allowing you to unlock even more potential. Rear-guards can also have Burst, which allows them to bounce off your Vanguard’s power. To start off big I’ll go over their RRR stride, Super Cosmic Hero, X-gallop. When X-gallop attacks, if he has 35000 or more power, his Burst effect activates which allows you to Counter Blast 1 and G blast at Generation Break 2 to gain +1 drive check making him a quadruple drive. Then, if his power is 40000 or greater, all your rear-guards in the front row gain +4000 power for each face-up Super Cosmic Hero, X-gallop in your G zone. Getting him to 35000 power is very easy to achieve if you have a simple 5000 power or greater unit boosting him and giving a +4000 power boost from an effect of one of your units. Getting him to the 40000 will be a little trickier if you are using your forerunner to boost him, however if you were to put a 6000 power or higher booster behind him you would only need to use two power giving skill on him. For just a CB1 and G blast this card is crazy, especially considering you can use him four times. He is not Gallop restricted so I would highly recommend putting him in any power-giving deck (Aka anything that isn’t Zeal).

As for forerunners, you shouldn’t have any trouble replacing this new one for a Grade 1 later in the game as he does go into the soul. Cosmic Hero, Grandhop has a GB1 Burst skill where you can rest him to give your Vanguard +4000 power if your Vanguard has 25000 or more power. If your Vanguard’s power is then 30000 or more, you can put Grandhop into the soul, draw a card, and Counter Charge 1. This is a fairly useful skill as Dimension Police in general don’t have very many Counter Chargers and there are a few cards that only get their skills on-call so the draw will help there too. It could be wise to not put this unit behind your Vanguard and instead put him below a high-powered rear-guard and rest him every turn.

A very useful Grade 2 that Dimension Police are getting in this set is Cosmic Hero, Grandrevolver. He has a once per turn Burst ACT where you may Counter Blast 1 if your Vanguard has 15000 or more power to give one of your rear-guards +4000 power. Then, if your Vanguard has 30000 or more power Grandrevolver will Counter Charge 2 if his attack hits. He really only Counter Charges 1 as the skill itself Counter Blasts 1 but you can choose the unit behind this one to gain the extra power so this unit has a better chance of hitting, or if you had two of this card on the field you could have them give each other power so they both have a better chance of Counter Charging, and if only one hits then at least you didn’t really have to spend any Counter Blasts on the two skill. On top of all of this he has Resist which will prevent him from being targeted by retires and locks.

Great Cosmic Hero, Grandmantle is a very useful backup Grade 3 for Gallop. When he is placed on the Vanguard circle you may Counter Blast 1 and Soul Blast 1 to search the top five cards of your deck for a unit with the Burst ability and add it to your hand. What really makes him good though is his second skill: As a Burst ACT you may Counter Blast 1 and if your Vanguard have 15000 power or greater then this unit gains +4000 power and if your Vanguard has 35000 power or greater, this unit then gives your Vanguard an additional 4000 power. You can only use the second skill once per turn but it does help you reach that glorious 40000 power for X-gallop and let’s not forget the 45000 power needed for X-tiger.

Our inevitable Burst perfect guard is Cosmic Hero, Grandreef. His non-nullifying skill is a once per turn Soul Blast that you can use if your Vanguard is at 30000 or more power and if you do, you can return Grandreef back to your hand at the end of the turn. Then if your Vanguard has 35000 or more power, Grandreef gains +4000 power. I think this is definitely one of the best of the keyword perfect guards as soul isn’t used overly much in Dimension Police and becoming a 10k booster/attack is always nice.

Lastly for Dimension Police we have poor ol’ Enigmans struggling along. This one is a stride, and like the G Guardian, it doesn’t really help Enigmans. Superlight Giant, Enigman Cross Ray has a fairly simple skill, at the beginning of your attack step (so before boosting) if this unit has 30000 or more power you may rest one of your rear-guards and he gains +10000 power. I guess this is used to help with Burst effects but as the Burst skills of rear-guards so far have happened in the main phase, I don’t see how this unit helps much. I guess if your opponent doesn’t have any perfect guards they are going to struggle against this card though.

Kagero get an almost Steam Fighter, Balih clone for Overlords. When this Spherical Lord Dragon is placed on the Vanguard circle you can Counter Blast 2 to search your deck for an Overlord and ride it as stand. Then you can choose this card from the soul and bring it out to a rear-guard circle. His other skill works on the rear-guard circle and when your Grade 4 with Overlord in its name attacks, this unit gains +5000 power. So he becomes a nice little 16k attacker but the Counter Blast 2 for his ride skill may seem a bit costly for Kagero and you’re probably better off just running more Overlords, though he does make for a nice budget option.

Another Kagero Grade 3 is Wyvern Strike, Garugy. He has the Blaze keyword and if he on the Vanguard circle while Blazing then he gains +3000 power until the end of turn, and when he is placed on the Vanguard circle you can CB1 and SB1 to search the top five cards for a unit with Blaze and put it into your hand. He’s not very strong and I feel that Heroic Saga Dragon fills the back-up Grade 3 slot better as I feel they are both there to be the backup of Dragonic Blademaster but I would definitely go with Heroic Saga instead.

A good little trigger that Kagero got is that Stand trigger, Inspire Yell Dragon. As well as having the Blaze keyword he also has a Generation Break skill. With the cost of putting him on the bottom of the deck if your Vanguard is Blazing, you draw a card and give one of your units +5000 power, then shuffle your deck. He seems to work the best in a Dragonic Blademaster deck but as he is a nice little power up as well as a draw and stand in one then he could be fit into a few other decks.

Dragon Knight, Roya is a defensive Grade 1 unit much like Balloon Raccoon. With the Blaze keyword he is also given two skills, one of which allows you to put him in the bind zone after he attacks or boosts. Then with a GB1 skill when he’s in the bind zone, you can put him into the Guardian circle at the beginning of a guard phase and he gains +5000 shield. His power is only 6000 but seeing as he’s more of a defensive unit I’m sure he will still be used in a few decks. Also if you are up against Narukami you can use their binds to your advantage.

Then Dragon Knight, Nadim is our last Kagero unit this week who yet again has Blaze. When this Grade 2 attacks a Vanguard, and if your Vanguard is Blazing, he gains +2000 power, then if you are on GB1 and his attack hits you can Counter Charge 1. He’s a pretty nice card for a clan that uses a lot of Counter Blasts and I can see him being used in many Kagero decks.

Dark Irregulars get some pretty strong cards, the first one being a Grade 2 called Doppel Vampir. At Generation Break 1 and if Doppel is in Darkness (Darkness is the new keyword for Dark Irregulars. It takes effect when a card has been put into the soul during that turn) this unit will gain 5000 power when attacking if you have six or more cards in the soul. Then, if you have fifteen or more cards in the soul, your opponent won’t be able to guard with Grade 0s, making him a very strong Silent Tom. These are pretty easy to achieve, especially with Blade Wing Tibold who can Soul Charge 5 on your first stride and prevent you from decking out.

Enigmatic Assassin is a new Grade 0 with 5000 power but lacks the Forerunner keyword. She has a Darkness skill that works from the soul which you can activate at the beginning of your attack step. This skill allows you to bring her out onto the field from the soul if you have ten or more cards in the soul and she then gains +5000 power. Then if you have fifteen cards in your soul she gains an additional +10000 power, making her a 20000 attacker or booster. She is a very strong unit, however her power up only lasts until the end of the turn, though luckily you can use her with the original Amon to put her back into the soul and then bring her right back out again.

A very useful stride that Dark Irregulars are getting is Mask of Demonic Insanity, Elikries. When he’s in Darkness and he attacks, you Soul Charge 2. Then, if you have six or more cards in your soul when his attack hits, your opponent much choose one of their rear-guards and retire it, and if you have fifteen or more cards in your soul, he gains +1000 power for every card in his soul until the end of that battle. Being able to Soul Charge on-attack is very useful. The main problem with Kisskill was that she would only Soul Charge when the attack hit, and although the draw was nice, Elikries helps a lot more with the set up.

Frosty Steeple is a good back-up Grade 3 for Scharhrot Vampir. He has the fairly common effect of Soul Blasting and Counter Blasting 1 when you ride him to look at the top five cards of the deck in search of one card with the clan’s unique keyword, this one looking for one with Darkness. His other skill is a lot more useful though. When he’s on the Vanguard circle and if he is in Darkness and you are at Generation Break 1, he gains +10000 power when he attacks if you have ten or more cards in your soul, and if you have fifteen or more cards in the soul he prevents your opponent from guarding with Grade 1 or higher units from their hand, making him similar to a Grade 3 version of Gilles de Rais. I would definitely use this guy as a back-up for Scharhrot as they can work together pretty well if you set up with Scharhrot first and then use this guy in the late game.

Nine Break Hustler is the last of the Dark Irregulars with her being another Grade 3 but this time only having 10000 power, yet has a useful skill, similar to the Blade Wing Grade 3s. If you call her to a rear-guard circle at Generation Break 1 you can choose up to two of your units and search for up to three copies of each of them and put those copies into your soul, then she gains +1000 power for each card put into the soul this way until the end of the turn. This is a fairly useful card and can put Dimension Creepers into your soul easily, as well as cards from the Witching Hour series. I’m not sure if she is going to be able to find a place in many Dark Irregular decks but you may choose her as your back-up Grade 3 for Scharhrot if Frosty Steeple isn’t your thing. She could also work in Amon though the Grade 3 spaces are usually taken up by both of the Amons and Astaroth.

Knight of Blooming Sun, Jeffry is a fairly simple but very useful card for Gurguit decks. He’s not Gurguit restricted but he has Unite and Generation Break 1 which gives him the ability to go into the soul at the end of the battle that he boosted to draw a card. Jeffry and Marcia give so much fuel for Gurguit to work with and Jeffry just adds to the defence.

Another Unite unit comes in the form of the Grade 3, Knight of Merciful Light, Bradott. As a once per turn Unite ACT you can Soul Blast 1 to reveal the top card of your deck, then Bradott gains power equal to the power of the revealed card. If the revealed card then has Unite you can call it to an open rear-guard circle. If you go first in the match, this will help you during your first ride as he isn’t slowed down by a Generation Break but he isn’t extremely useful. At least if you superior call Jeffry with his skill it kind of turns into a free draw.

Bururugal is a little Grade 2 powerhouse for Golds. When Bururugal attacks a Vanguard, if he is United then he gains +5000 power until the end of the battle. He’s a nice attacker and I’d recommend running a couple at least as you can get to some pretty high numbers with this card.

One card I’m very interested in is a Grade 2 from Angel Feather, Drive Celestial, Armaiti. He’s normally only at 8000 power but if you have a card in your damage zone with the same name as a card on your Vanguard circle AND you have no rear-guards in your front row, he gains +8000 power and can attack on the back row. As long as you don’t mind not boosting your Vanguard then this card will allow you to attack four times without any abilities standing your rear-guards. You could use him with Ramiel “Reverse“ because if you lock the front row rear-guards then they technically aren’t there and Armaiti still gets his buff.

Angel Feather also get a new keyword named “Rescue”. Rescue used when a skill involves healing one of the cards from your damage zone and taking the top card of your deck and putting it into the damage zone. What makes Rescue useful is triggers are active during this damage so you can still get extra benefits by getting Criticals, Heals, Draws, and Stands during Rescue. To give you an idea of how this works in a skill we have Treatment Nurse. Her skill is shown with a “Rescue-1” at the beginning of it, indicating that one day we will get cards that can rescue more than one, and if Treatment Nurse’s attack hits at a Generation Break 1 you can heal a card and damage yourself. You’d mainly want to damage yourself during the main phase as that’s when you will be able to give the power ups from the Rescuing but at least if you get a Stand trigger you can stand her right back up again. Requiem Pegasus is a Grade 3 who has the same effect but also gives another units +2000. Healing Palace is probably a better Grade 3 back-up but if you’re going for a heavily Rescue deck then Requiem Pegasus is the way forward.

Doctoroid Remunon is a new Perfect Guard that activates its second skill if you have another copy of her face up in the damage zone, and if you do you can Rescue one card. It would be pretty good to put this in a Nociel deck and you can often switch cards from your hand with cards in your damage zone, making it so you can prepare for this card’s effect and then get it back into your hand when you’re in a pinch.

Angel Feather also get a new Forerunner. Black Report, Ridwan has a Generation Break skill that you can activate when a card is put from your damage zone into the drop zone. If this does happen then you can put Ridwan into the soul and choose one of your rear-guards and give it +4000 power. Then if that card was put into the drop zone by a Rescue ability, you may call that Rescued unit to a rear-guard circle. This a pretty nice superior caller and is a good way to promote the new keyword. Black Candle, Azrail may still seem like a good choice for some decks but Ridwan does not require a Counter Blast.

As well as all of this, Bushi also revealed all the box topper promos that we are getting in G-BT07. There are a few reprints such as Coolgal; Medical Bomber Nurse; Dragonic Burnout; and Thunderbolt Shockwave Colossus. However, there are also two new cards! The first one is for Dimension Police, Cosmic Hero, Grandlady. She is a 7000 power Grade 1 and when she is on a rear-guard circle you can rest her as an ACT to give your Vanguard +4000 power. Then if your Vanguard has the Burst keyword you can choose one of your rear-guards and give that +4000 power too. She’s very nice if you want to save on Counter Blasts and you are not losing too much power if you have strode X-Gallop as you will still be able to give power to a rear-guard she may be behind.

Dark Irregulars’s box topper is Eccentric Dissector. He is an extremely useful card, especially for the new Darkness keyword. At the beginning of your main phase he allows you to Soul Charge 1. You don’t have to if you don’t need it which helps you a little with decking out purposes but if you had more than one of the rear-guard circle it would definitely help you reach your soul goal.

And last but not least we have one card from the next Bermuda Triangle clan booster, Garland Blossom, Ayna. She has Harmony and a Generation Break 1 skill that gives all units in the same row as her Harmony if she is in Harmony. Then, as a non-Generation Break ACT you may Counter Blast 1 and rest her to give all units in the same column as her +5000 power. This does mean that she will also get the +5000 power but until we see the rest of the cards in the set it will be hard to say whether it will be easy to stand her back up or not.

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. All the G Guardians have finally been spoiled and I will go over all of the remaining cards for Fighter’s Collection. As well as that, some awesome G-BT07 cards have been revealed and I will go over those too!

First in the spotlight is Pale Moon’s Chainsaw Megatrick, Furnival. When this G Guardian is placed on the guardian circle you look at the top three cards of your deck and put one of them into your soul and put the other two cards at the bottom of your deck in any order. If the card put in your soul was a Grade 1 or higher, Furnival gains his +5000 shield. This is probably one of the best G Guardians in the set as it helps with any Pale Moon deck and I doubt there will be many times when you look at the top three and they’re all Grade 0s.

Spike Brother’s get a fairly simple yet effective card with Excellent Cheer Leader, Ailie. When you have three or less rear-guards Ailie gets the +5000 shield. This is a very easy condition to meet with the new Charge keyword as your rear-guards would go to the bottom of the deck anyway.

Guardian General of Heavenly Water, Philothea gets +5000 shield when she blocks if it is on the first or second wave of your opponent’s turn. If your opponent relies on stand triggers and having their Vanguard attack last then this G Guardian will fall short but most decks these days tend to run eight to twelve critical triggers so her extra shield will probably work more times than not.

Granblue’s Eclipse Dragonhulk, Deep Corpse Dragon will have you drop the top two cards of your deck to gain a +5000 shield. This, like the Pale Moon G Guardian, is very helpful in any build for their deck. It is probably best not to use it too much as it can result in decking out but this can work very well in a Seven Seas deck as they are more reliant on random drops rather than more specific ones that the G decks are good at.

Lastly for the G Guardians is Dream Mutant Deity, Scarabegasus for Megacolony. His extra shield activates when your opponent has two or more rested units. If your opponent can get around this by not boosting their attacker though if you’re against Shadow Paladin, Tachikaze or Homura Raider then you may find that you can’t guard to his full might because your opponent won’t have many units of the rear-guard anyway. As with many Megacolony cards, it’s very situational depending on what deck you are up against but at least we still have the Cray Elementals if everything else goes wrong.

Overall, I think these G Guardians are a great idea seeing as the power was getting so high from strides, so this will help balance out the power as well as hopefully giving you longer and more enjoyable games.

Now, onto something a bit different. As we have been given the new perfect guards with newer abilities, it’s only natural that we would also be given quintet walls with new abilities too. Blade Wing Tilith is one of these new quintet walls that works how you would imagine with a CB1 to call the top five cards of your deck but along with that skill you can also choose as many Grade 3 cards with “Blade Wing” in their name from the guarding cards and put them into your soul. This ability is mostly useful for putting Blade Wing Reijy and Wings of Reincarnation, Blade Wing Reijy into your soul but thanks to Blade Wing Sullivan, every guardian you have gains +10000 shield so the smallest possible shield you can get from a QW is 60000 because the QW itself will receive the extra shield. This will help you tremendously against Legendary Dimensional Robo, Daikaiser Leon and other cards that mess with your guardians. I would imagine you would max this at one or two in your deck as Dark Irregulars struggle with the whole decking out business. At least Tibold helps you out with that, still probably best not to run four copies of her though for the sake of your Counter Blasts too.

We’ve seen one other QW so far and that one is for Gold Paladin. Holy Mage, Irena seems to have been specifically designed around Gurguit but may help with future Gold Paladins. As well as the usual QW skill, she has a separate skill that activates when placed on the guardian circle from the deck. When that condition is met you can discard a card from your hand and put into your hand and put the top card of your deck onto the guardian circle and give it +5000 shield. Unless Gold Paladins get some seriously good counter chargers I would recommend using the original perfect guards for Gurguits skill, but what we’ve seen from Macia, good Counter Chargers are very likely.

Gold Paladin also get a useful Grade 2 with Knight of Spring Light, Bellimor. He has a Unite skill that gives him +2000 power which can work on your turn as well as your opponent’s turn. As well as that, he has an on-call skill with a GB1 and CB1 that has you look at the top three cards of your deck to choose one and place it on a rear-guard circle in the same column as himself, and put the other two on the bottom of your deck. Only being able to call it to the same column is a pretty annoying restriction but this is what Dawngal was made for and there’s a good chance that the new Gurguit will help with this problem like giving all rear-guards a power boost when a card is placed from the deck or maybe giving all back-row units the ‘Boost’ ability.

There was one new card that we got a pretty good idea of the skill from the anime. The card is Interdimensional Dragon, Bind Time Dragon and it was a stride that the main antagonist used. From what people can gather it has a GB2 that activates when he attacks by binding one of your rear-guards (Not Time Leap) and he gains +10000 power and +1 critical. As well as that, your opponent then chooses one of their rear-guards to put at the bottom of the deck for every card in your bind zone. This seems like a very strong ability for the cost so I’m going to assume there is at least a Counter Blast involved though we won’t really know until we see it in the official spoilers.

Other than all of that we have two little promos. One is quite interesting as it has the same treatment as Nega-keiopojisis and Avectro Zeus where its original art designed by a fan. This card being a Grade 1 Pale Moon unit named Beginner Juggler Dracokid. He only has 5000 power but when he is called to RC you Soul Charge 1, and if that card was a Grade 3, Juggler Dracokid gains +10000 power when attacking during that turn. He’s a very niche card but even if you are not relying on him getting the power, he still turns into a nice Soul Charger.

The other promo is a Grade 2 Gold Paladin, Knight of Slanting Radiant, Ledion. When this card enters Unite you can activate his ACT ability by Counter Blasting 1 for him to gain +3000 power; making him a 12000 attacker. It’s not a very exciting or strong card but at least it’s only a promo. We have no news of whether we will be getting these in English or not but, although he is niche, I would like to see people use Juggler Dracokid in the future.

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. The Fighter’s Collection 2016 cards are almost at an end and we only have five G Guardians to have revealed to us after today. We have also had a trickle of G-BT07 Gold Paladin units units spoiled this week.

Before I go into the G-BT07 Gold Paladins, there is one promo Gold Paladin to show. Knight of Morning Day, Edadus is a Grade 1 who gains +2000 power when he is United. He is actually surprisingly useful as he doesn’t need to attack for the +2000, so he is a possible 9k booster. Along with Knight of New Sun, Catillus you can make a 21k column. Not only that, but unlike Catillus, Edadus does not have GB1 so you could rush your opponent early game and get in some extra damage.

One of the new G-BT07 Gold Paladins is Dawngal, a pretty interesting Grade 3. He only has 10000 power but when he’s placed on rear-guard circle he gains the ability to boost until the end of that turn. This would work well for cards like Wolf Fang Liberator, Garmore who has the potential to call five units from the top of your deck. I’ve seen this version Garmore used a few times and the person using him usually calls more Grade 2s and Grade 3s than necessary who would usually not be able to boost, but at least you could throw Dawngal behind one of the Grade 2s now, and if you have an 11k Grade 3 or 2 in from of him then your opponent will need to start using 15k shields to block that column. Dawngal also has a GB1 Unite skill where he gains +5000 shield and intercept. Using him up like this is a good way to keep a rear-guard space free for other units and free from lock, and when against heavy retiring clans like Kagero this at least lets you retire him for a purpose that helps you.

Holy Mage, Connor is another units with good defensive capabilities. He’s a Grade 1 with 6000 power and when he is placed on the guardian circle you can Soul Blast 1 to give him +5000 shield, or when he’s placed on the rear-guard circle you can pay the same cost to give him +5000 power until the end of the turn. The blocking skill helps when using Gurguit‘s GB2 skill but the Soul Blast becomes a bit costly with Gurguit’s SB1 and CB1. So long as Golds get a lot of Soul Charging in the next set this card will be fine, but for now it can seem costly in the long run.

The only other Gold Paladin so far shown for G-BT07 is Scarface Lion, a Critical trigger. This unit has the usual effect of working with the G boss of the clan. When your unit with Gurguit in its name attacks, Scarface goes into the soul and you give Gurguit +5000 power and draw a card.

Onto the Fighter’s Collection cards we have Murakumo’s Ambush Demon Stealth Fiend, Hogen Wing. When he is placed on the guardian circle you can choose one of your Grade 1 or greater rear-guards and find another copy of it from your deck and place it on the guardian circle. Then at the end of the battle phase when the cloned card would be put into the drop zone, you put it on the bottom of your deck instead. You can use the standard perfect guards with this skill, though to do so you would need to already have a perfect guard in the rear-guard which isn’t usually advisable. Even if you did put a perfect guard on the rear-guard circle, you could always get it back into your deck by cloning it with Yasuie‘s skill and then using Homura Raider to put all three copies into the deck. This could be foretelling the future of Murakumo’s defensive skills as we may get more units like Emissary Crow that have cloning abilities that activate on the guardian circle.

Carrying on with the Japanese-theme, Jinx Stealth Hermit, Abudataishi is the G Guardian for Nubatama. If your opponent has six or less cards in their hand then Abudataishi gains +5000 shield. This kind of condition is not hard to achieve with Nubatama if using cards like Shiranui, Dreadmaster, and Gedatsurakan. Brave decks will suffer a lot against this unit unless they get a lot of end-of-turn drawing in the future.

Nova Grappler’s Righteous Superhuman, Blue Prison gets +5000 shield when you have more or equal damage to your opponent. It doesn’t seem very Nova Grappler-ish and I’m sure if you told someone about this ability they would think it was just some Cray Elemental, but with the new Rush keyword they definitely focus more on offence than defence. This will probably seem like an “okay” card to use in any of the older Nova Grappler decks but it’s generally an easy condition to meet so it shouldn’t cause too much of a problem.

Another G Guardian that is easy to beef up to 20k is Selene Medley, Nadja, a Bermuda Triangle unit. When she hits the GC you can reveal a card from your hand and if you have a unit on your field with the same grade as the revealed card then she gets +5000 shield. Duos help a lot with this skill, especially with cards like Duo Gorgeous Lady, Kazuha, Duo Lovely Devil, Vepar, and Duo Mini Heart, Rhone who have the potential to search your deck for cards and put them into your hand.

Kagero get Flame Emperor Dragon King, Asile Orb Dragon who gets his +5000 shield when your opponent has four or less rear-guards. This works great against Shadow Paladin, Tachikaze, Murakumo, Nubatama, Magia, Hollow, and many other decks, though doesn’t do so well against Kagero’s natural enemy, Royal Paladin.

Lastly we have a promo for Bermuda Triangle, Wonder Frill, Nanoka. Nanoka is a Grade 2 with 9000 power and Harmony and if her attack hits and she is in Harmony then you can Counter Charge 1, and if you do you may bounce her into your hand. This unit would make a nice rear-guard for a Riviere deck or a Lauris deck as both Riviere and Lauris can give +10000 power to a column, giving this unit a better chance at hitting, and as Riviere has a high Counter Blast, the Counter Charge this card gives will prove especially useful.

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. This week we have a bunch more G Guardians for several clans with two being Cray Elementals.

Dark Element, Dysmel is one of the Cray Elemental G Guardians. She has Resist which makes her a strong unit against Dimension Police, as well as that, when she guards you can choose one of your rear-guards and that unit cannot be hit and they gain the effects of resist, which will help you against Kagero, Narukami, and Link Joker. This can help out Royal Paladins if you play on G Guarding more than once in a turn because you will be able to use this to protect a Grade 2 for Laserguard Dragon‘s skill to give you a bigger shield. Another little trick with her, this time if you’re using a Glendios deck, is if your opponent is coming in for a crazy amount of power and crits, use Dysmel to stop one of your Reverse units from getting hit, then use Taboo Star-vader, Rubidium‘s effect to make the attack go to that Reverse unit and the attack becomes nullified.

The other Cray Elemental is Metal Element, Scryew. When this unit is placed on GC you can discard a card from your hand and Scryew will gain +10000 shield. This will prove useful for decks that use many draw triggers as you can discard a 10k shield and a 5k shield to gain a 25k shield. Even if you discard another 10k shield that can help if you are against cards that will prevent you guarding from your hand like Dark Dragon, Phantom Blaster “Diablo” and Blue Storm Marine General, Despina.

For Great Nature we have Immortality Professor, Kundalini. When he is placed on the GC you can choose one of your rear-guards to gain an ability that has them retired at the end of the turn to Counter Charge 1. If you give the rear-guard this skill then Kundalini gains +5000 shield. The great thing is you can then intercept with the chosen unit as it doesn’t need to be retired to get the extra shield. You could also use Stamp Sea Otter to avoid any of your rear-guards being retired from the effect, though then you wouldn’t get the Counter Charge. Or you could use Balloon Raccoon to ensure having a big shield the next turn too.

Tachikaze get Iron Armor Chancellor, Dimor Phalanx. If you have less rear-guards than your opponent then this unit gains +5000 shield. This won’t do so well if you are using Ancient Dragons as they have a bit of a habit to bring their guys back from the drop zone but with the new G deck it works very well. There are some decks that this may fall a bit short against, such as Shadow Paladins, Murakumo, and G Pale Moon. Though against most match-ups this card should be able to get his extra shield.

Shadow Paladin’s Dark Knight, Ludwik allows for your rear-guards that wouldn’t normally be able to intercept to go into the GC. When he is placed on the GC you may choose one of your Grade 1 or less rear-guards and put it into the GC along with it. Ludwik does not gain any extra shield but can get you an additional 5000 shield, 10000 shield, or perfect guard (As long as you are using the old PGs) from his skill. This doesn’t really help with Witches apart from to use it with Goewin if you superior call her with Lir, but apart from that Witches would do better with the Cray Elementals for now.

Continuing through the United Sanctuary we have the Angel Feather unit, Holy Seraph, Orifiel. She is a sort of limit break G Guardian that only gets the +5000 shield if you have four or more damage. It’s simple but you may want some Cray Elementals in there for early game or if you’re using Holy Seraph, Raphael and Dreamlight Unicorn.

Finally Narukami with their very G-themed G Guardian, Lightning King Spirit Emperor, Vritra. He has a Thunderstrike 1 (Your opponent must have one card in their bind zone) that you must fulfill in order to get his +5000 shield. Luckily you can use this in many decks thanks to Voltage Horn but if you don’t have room for that then you probably won’t be using this in a non-G deck.

Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. This week is a bit of an odd one as all the new cards shown have been the new G Guardians from Fighter’s Collection 2016.

If you don’t know what a G Guardian is, they are a new form of G unit that have 15000 shield. They are brought out by discarding a Heal trigger in your guard step to bring them out from the G zone into the Guardian circle, then afterwards they go face-up into the G zone. You can’t have more than four face-up G Guardians in your G zone at a time. You can call multiple G Guardians into the Guardian circle at once (Providing you pay all their costs) as well as bringing out cards from the hand to guard as well. From what we have seen so far most of them gain +5000 shield while meeting conditions, so more often than not they will be a 20000 shield. Another benefit to these cards is that it gets past the ruling for “Your opponent can’t call cards from hand to (GC)” because you are bringing it from the G zone, this will help people a lot against things like Chronojet Dragon and Phantom Blaster “Diablo”. One last thing to note is that due to this new form of G unit the G zone has now been expanded and you can have up to sixteen cards in your G zone. Now that we’ve gone through the rules, let’s get to the actual cards.

Gear Chronicle’s G Guardian was originally a Heal trigger that I’m sure most Gear Chronicle players will recognise, Retroactive Time Maiden, Uluru. When Uluru is placed on the GC you may put a normal unit and trigger unit from your drop zone to the bottom of your deck. If you did put two back in your deck then she gains +5000 shield. This is a great way to get Heal triggers back into your deck, and with Time Leap you’ll be able to shuffle deck, giving you a better chance to get those triggers again. Using Thunderbolt Shockwave Colossus will even allow you to turn Uluru face-down, while Uluru lets you put the heals back for even more G guarding!

Royal Paladin’s G Guardian is a little less useful with Holy Dragon, Laserguard Dragon‘s skill just needing a Grade 2 on your field for him to get the +5000 shield, though Royal Paladin do already have some pretty good guarders with Kymbelinus, Hudiplus, and Scouting Owl. Laserguard does work well in most Royal Paladin decks but less so than most in a Sanctuary Guard deck that mostly relies on Grade 1s, though this doesn’t matter too much seeing as Sanctuary Guard decks are usually very fast and aggressive. I can only assume this was meant for modern Altmile decks with all the Grade 2 love in them but works well with all sorts like Jewel Knights, Blaster, and Alfred decks.

Next up we have a new Dark Irregulars succubus, Fake Dark Wings, Agrat bat Mahlat. When Agrat bat Mahlat is placed on GC you must Soul Charge 2 and if your soul has six or more cards in it then she gains her +5000 shield. Having another way to Soul Charge in a Dark Irregulars deck is always handy and works great with the Blade Wings. The only problem with a G Guardian in Dark Irregulars is with only being allowed four Heal triggers you may find yourself Soul Charging a lot of them, so you may not want to have four of this girl in your G zone. However, if you are using this a Blade Wing deck then at least you have Blade Wing Sullivan; Wings of Annihilation, Blade Wing Tibold; and soon Wings of Reincarnation, Blade Wing Reijy to get cards from your soul back into your deck.

Sacred Heaven Prayer Master, Reia is the Gold Paladin G Guardian and similar to Laserguard, her condition is a bit more simple than others. When she blocks, if you have two or more rear-guards then she gains +5000 shield. This can be a bit troublesome against Narukami, Kagero, or even Link Joker but it isn’t hard for Golds to do this kind of thing against any other deck, considering you just cover your field in whatever you can with Gold Paladins. Golds will be getting more support in the next main set so let’s hope they get something a bit more exciting then. GR G Guardian Gurguit please!

Link Joker’s Death Star-vader, Demon Maxwell has a very misleading name as his skill works so much better with Messiahs than Star-vaders. When Demon Maxwell is placed on GC you can lock one of your rear-guards in the back row and gain +5000 shield. This is a very good start for Messiahs to pull off their combos but with every other Link Joker deck it’s just… meh. It kind of hinders you but if you’re using this in a Glendios deck then you’re not really aiming for high power, just to lock your opponent down, so this may still prove useful for that.

And following the misleading name convention we have Dimension Police’s Enigman Patriot who doesn’t have any Enigman specific skills. It’s not too bad this time around, at least you can use it properly in an Enigman deck. When your opponent is attacking with 20000 or more power than Patriot gets her +5000 shield. This means you’ll always be able to pull this off if your opponent has strode on that turn. This is not as good in a Zeal deck as Zeals usually lower your opponent’s power but considering her name is “Patriot” you can’t expect her to work too well with the villains, and like with Gold Paladins, Dimension Police will get some more support in the next main set so we can expect some more G Guardians for them there.

Neo Nectar’s new dragon, Sacred Tree Dragon, Rain Breath Dragon, proves to be a very powerful defense. When he hits the GC you may put a card from your hand onto the field and it gains Resist, if you do place a card down then Rain Breath gets +5000 shield. If you wish, you could then intercept with the new unit (If it has intercept that is) and it wouldn’t be able to be retired by cards like Super Dimensional Robo, Daikaiser thanks to the Resist, and also helps with things like Kagero and Narukami.

Lastly we have a promo G Guardian that is believed to be coming out as a box topper for Fighter’s Collection 2016. This promo is a Cray Elemental, Light Element, Agleam. When Agleam guards you don’t gain any more shield but you do get to draw a card, which could be a 10k shield that would allow you to guard more than the average G Guardian but it could also be a Grade 3 that doesn’t have any shield. I would recommend using this when you know it’s all you have to guard with because that way, even if it is a Grade 3, that’s going to help you on your turn and you may be lucky enough to draw something like a Perfect guard. If you are using situational G Guardians like the Royal Paladin and Gold Paladin ones then it would be good to run at least one or two of Agleam.

Well that’s everything for this week. What do you guys think of the new G Guardians? Are you glad that you can now have sixteen G units or do you think it’s too much? Be sure to tell me your thoughts in the comments. Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. Yet again there aren’t many cards to talk about this week but the ones we do get are very good. There are the last of the GRs and RRRs from Fighter’s Collection 2016, a new stride for the Daigo set, and info about the next clan booster.

Interdimensional Dragon, Warp Drive Dragon is the GR stride for Gear Chronicle in the Fighter’s Collection and boy does he make a good early game and late game stride. It has an ACT cost of CB1 and SB1 and the option to flip another card G unit face-up. If you did the Counter Blast and Soul Blast then you can Time Leap as many of your rear-guards equal to the amount of face-up Warp Drive Dragons you have in the G zone, then choose one of your opponent’s rear-guards with a Grade equal to or less than the amount of cards you Time Leapt with this effect, then put that card to the bottom of their deck. There are some great cards you can select to Time Leap for early game like Steam Worker, Etana to get in some extra damage; Steam Maiden, Lasina-bel to mess with your opponent’s set-up; and having Tickaway Dragon during all of this will stop you from decking out and will ensure that you have the right cards to Time Leap to.

For Aqua Force’s RRR they have Marine General of Heavenly Silk, Khristos who fixes up any weaker columns. When he attacks you may Counter Blast 1 to give your front row rear-guards +2000 power and they gain the abilities to draw a card if their attacks hit on either the third or fourth battle of the turn. This will work well with Magnum Assault and Battle Siren, Adelaide to keep your units stood, ready for the third and fourth battles, though it would have been nicer if the skill was wave fourth and fifth. Still, this will put pressure on your opponent and may force them to use 10k shields on fairly weak rear-guards.

Shadow Paladin’s stride is Dark Dragon, Distress Dragon and he does what you would expect him to do, mass retirement. As an ACT you can CB3, SB3, and G blast 1, then you can choose any number of your rear-guards to retire and your opponent retires the same amount. Then if the amount of units retired in total was six or more you draw two cards, Counter Charge 1, Soul Charge 1, and your Vanguard gets +20k power. Retiring Promising Knight, David; Pitch Black Sage, Charon; or Mage of the Rogue Eye, Arsur can really hurt your opponent as they would have to retire two cards for you only retiring one.

Having trouble with Grade 2 stallers? Wish you could get a stride without your opponent being at Grade 3? Well from the creators of Air Elemental, Twitterun, I have for you Air Elemental, Sebreeze! If there are no face-up cards in your G zone and you are at Grade 3 while your opponent is at Grade 2 and they didn’t ride on their previous turn, then you may stride this card. Having your opponent try to guard as a Grade 2 against this card and your GB1 rear-guards is going to prove extremely difficult for them, though I’m sure a lot of people won’t be using this just because they want their G zone to only have their clan in this, so you stall decks will still be safe against a few decks, though in competitive play it would always be good to have one of these in your G zone. I guess there’s only one thing for it… Grade 1 stall decks!

For the Daigo set Holy Dragon, Sanctuary Guard Imperial was recently revealed. You may CB1 for it’s ACT ability to give one of your Grade 1 or less rear-guards +3000 power for each of your Grade 1 or less units, including itself. Then if that unit hits a Vanguard, your Vanguard gains +10000 power and +1 crit. Though Regalie may be a better option most of the time, Imperial does work well if your opponent doesn’t have many cards in their hand so you can get in as much damage as you can in one turn.

Lastly there’s some exciting news for Bermuda Triangle players with the new G Clan Booster 3: Blessing of Divas.From the looks of it Lauris is our GR of this set. There also seems to be Raindear and Coral in the picture as well as the three on the end being a new PRISM trio. Not only that but we have confirmation of a new rarity for this set! If you remember the SPs from the last Bermuda set then you’ll know they had alternate art with a summer theme. Well in this one we still have the SPs but also WSPs. It’s expected that the SPs will just be the same art like most SPs but with the text border gone, though the “W” in WSP stands for “Wedding”, meaning you’ll get to see your favourite Bermuda girls in a wedding dress. Cardfight!! Vanguard has turned into a dating sim for your Bermuda waifu, I’m sure many will be pleased.

That’s everything for this week. Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. This week’s update is coming a little sooner than usual due to the Easter holidays but there are still some awesome cards to go through this week with some new Fighter’s Collection cards and all-new promos.

This first one up today is the new Royal Paladin GR stride for Fighter’s Collection, Divine Knight of Rainbow Brocade, Clotenus. As an ACT you can CB1, SB1, and G blast to superior call Grade 2s from the deck up to the same amount of face-up Divine Knight of Rainbow Brocade, Clotenus in the G zone. Then, if you also have five rear-guards and are at GB3, Clotenus himself gains +10000 power and an extra crit. Luckily with this skill happening before attacking you can very easily be on Brave and you can prepare for Clotenus but using Transcending the Heavens, Altmile to flip Clotenus face-up so you can superior call more Grade 2s and have a better chance of getting the power boost. The same thing can be applied to Climax Jewel Knight Lord, Evangeline if you plan on using this guy in a Jewel Knight deck.

Dark Irregulars get a pretty nice RRR stride with Rebellious Retainer of Fresh Blood, Frederick. With the ACT cost of putting a card from your hand into your soul to gain +1000 power for each card in the soul. You can use this multiple times in one turn but if his power gain goes to 10k or higher then you can’t do it anymore that turn but your rear-guards in the front row get +5000 power. I like how you choose from the hand because this gives you a better idea with what’s going to happen with Dimension Creeper and Hades Carriage of the Witching Hour who usually rely completely on luck whether they get into the soul or not.

Lastly for this week’s Fighter’s Collection cards we have the Link Joker GR stride, Genesis Dragon, Trancels Messiah. When Trancels Messiah is placed on the Vanguard circle, you may CB1 and G Persona Blast to lock all rear-guards of both players and unlock any units that were already locked before this effect, though this skill can only be used if you have a Messiah heart. While doing this, if you activate Alter Ego Messiah‘s on-stride ability before Trancels then you can lock one of your own units and unlock it again straight after. Using Alter Ego’s skill on Blast Monk of the Thunder Foot can be a big advantage to you to then have him unlock Dark Metal Chameleon when he attacks for him to gain +4000 power and Dark Metal’s skill of Counter Charging 1 when he is unlocked to make the whole cost of it CB1 instead of CB2. At the end of your turn Alter Ego’s other ability can then kick into play to Soul Blast 1, when one of your units is unlocked, to draw a card. If you have a big soul then it’s possible to be able to draw five cards at the end of your turn with this effect, making nine new cards in your hand for the whole turn if you count the starting draw and triple drive.

Seeing as a lot of G units are characters from the future it’s only fitting that we would eventually see them as normal units and it seems they wanted to start this trend off with Bermuda Triangle’s Olyvia. The new Cheer Free Etoile, Olyvia has a CONT ability that gives her +5000 power for each face-up School Etoile, Olyvia in the G zone. When School Etoile, Olyvia strides over her then you must reveal the top seven cards of your deck and if they all have different names then call two of them to RC and choose a card from your hand and put it into your soul. People have been saying that to make this card consistent you must make your deck inconsistent and they are correct. You’ll have to be running a lot of 1s and 2s of card to pull this card off but at least that way it’s still more consistent than Mystery Flare Dragon.

Dreaming Step, Shizuku is a very odd card to have in the G series. Her ability is to drop a Grade 3 from hand so she can gain +5000 power, then if she is in harmony you look at the top five cards of your deck for a Grade 3 and put it into your hand. Back before the G series, this would have been pretty good with your Grade 3s still giving you some benefit after riding, but now that Grade 3s are valuable to use for striding it sorta kills Shizuku a little bit. The main benefit to this is you can use it before GB but I’m not sure if it’s really worth it… unless… Bermuda stall deck!

Meer gets a new stride form with Duo Absolute Sister, Meer. If you have a heart with Meer in the name and you SB1 you can bounce one Duo into your hand and search your deck for a Meer card to put into your hand. Then if you reveal three cards in your hand with the same name you can search your deck for another Meer. This helps greatly by giving you the resources you need to stride the two turns after this stride.

Enough with the Bermuda love for now, other clans got promos too, including a Dark Irregulars promo, Eccentric Dissector. At the beginning of your main phase, this little Grade 1 with give you the option to Soul Charge 1. This has replaced the need for Yellow Bolt after all these years, and I’m glad it gives you the option to Soul Charge or not because it would have been a little embarrassing decking out because of this guy.

Hidden Edge Crow is a new Shadow Paladin promo who is a 6k Grade 1 but because 10k as long as you have less rear-guards than your opponent. I think this card would have been fine without the GB1 but alas, it has it, though having less rear-guards than your opponent isn’t hard for Shadow Paladins.

Kagero get two promos. The first one being Endless Flare Dragon who is a 9k Grade 2 who gains +3000 if you reveal a Grade 3 as he attacks. This is easy in the Dragonic Overlord decks with their need for lots of Dragonic Overlord Grade 3s to activate abilities. The second promo is Dragon Knight, Ruhlen who is also a 9k Grade 2 and when he intercepts you can give your Vanguard the ability to retire one of your opponent’s rested units if the attack on your Vanguard didn’t hit.

That’s everything for this week. Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Welcome back to another weekly update of the new cards for Cardfight!! Vanguard. This week there are less cards than what we are used to being revealed in a week but the majority are very useful cards from Fighter’s Collection and Start Deck 2.

The big stride of the Start Deck, Golden Dragon, Ray Breath Dragon, has made his appearance though the quantity that you’ll receive is still unclear. Ray Breath Dragon has the Unite keyword (When two or more cards are placed on rear-guard circle or guardian circle that turn) which gives him +5000 power and all rear-guards in the front row +2000 power. For a first stride this can prove to be very useful and can fix up what would normally be a weak column because your rear-guard would be boosted by something like Coolgal, Sleimy, and the new Unite Perfect Guard than I’m sure they’ll be getting in G-BT07.

To help continue the rear-guard power we have Knight of Crimson Sun, Lenot. With a GB1 Lenot boosts for 9000 power as long as he is boosting a unit with the Unite keyword. A great thing to do is to combine this with the already shown Grade 2, Knight of New Sun, Catillus who gains +3000 when United making the column 21k making it a lot harder for your opponent to block the attacks, especially if you continue to combo this with Golden Dragon, Scourge Point Dragon.

Now for Fighter’s Collection cards I will start with Granblue’s Demonic Sea Empress, Mairead. This stride has an ACT with the cost of CB1, G blast, and discarding a card. If you pay the cost then you can choose normal units equal to the amount of Maireads face-up in your G zone from your drop zone where their Grade’s add up to Grade 4 or less and call them to separate rear-guards. It will take a while to be able to use this lady effectively in a game but Obadiah will be a great way to prepare for her if you use him on the first stride, but if you’re using a Granblue deck then there’s a good chance you’ll be using Obadiah on the first stride regardless. The discard is a bit troublesome but the Counter Blast is not so much. If you’re at the point where you can call three units then you can call two Grade 2s or a Grade 3 and Grade 1 which still allows you to bring out Grenache to get those Counter Charges.

Heavenly Deity of Guidance, Wakahirume is the OTT G unit for this set. With a GB2 and Oracle, and having a cost of CB1, SB1, and G Persona Blast, you get to draw a card when she attacks and choose a card from your hand and put it on top of your deck. This leaves you putting triggers on the top of your deck to them immediately trigger check it, a good reason to keep heals in your hand. The big problem people have with this card is that you have to have Oracle before your trigger check which can be hard for some OTT decks, though if you’re striding over the Grade 3 Susanoo then at least you get an extra draw on striding.

Murakumo get an extremely useful stride for their current Grade 3 boss, Yasuie. When this new Ambush Demon Stealth Dragon, Onibi Blader hits the Vanguard circle you can choose a Grade 3 from your hand and bring it onto the field, then you can give another rear-guard +2000 power and the ability to attack a Vanguard from the back row. The reason this works so well with Yasuie is you can choose which order to use Onibi Blader’s and Yasuie’s skill so you would most likely use Onibi’s skill to bring something onto the field and then Yasuie’s to clone two more copies. This card is simple but Murakumo needed it a lot because of how Yasuie’s skill would normally become useless if you don’t have the right set-up on the field before striding.

Finally for Neo Nectar we have Flower Princess of Perpetual Summer, Verano. When this G unit is placed on the Vanguard circle you can SB1, G blast, and choose a card from your hand and the drop zone and put them into your deck. If you do all of this then choose two cards from your hand to bring to the field and choose a number of rear-guards equal to the number of Veranos face-up in your G zone and clone those rear-guards. After that, shuffle your deck and the new units get boost until the end of turn. There is no restriction on what cards you can put back into the deck so you can choose to put the things you plan to clone or if you have no duplicates in your hand then you can start putting triggers back into the deck and perfect guards that may have fell into your drop zone.

That’s everything for this week. Join me again for next week for more spoilers on the latest sets, decks, and promos.

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard